SV OU Double Healing Wish TR w/ Hoopa-U

introduction
after taking a long break from the game, i got back into laddering on PS! a few months ago, trying out different ladders and different teams. my goal was to find a squad with a quick and fun playstyle so that i could spam ladder games. i found a natdex ou-team built by omarsgarciav and darkness in a ndlt dump and played it to #95, before deciding that i wanted to try this playstyle in svou. i looked at similar strategies in that metagame and decided to just adapt the breakers around the two support pokémon, both of which are legal in svou. after having built and played this team for a bit, reaching ~1600, i'm asking for feedback and improvements, as i have found my own teambuilding abilities to stagnate.


:sv/hatterene: :sv/cresselia: :sv/ursaluna: :sv/diancie: :sv/kingambit: :sv/hoopa-unbound:
(click for pokepaste)

teambuilding
:hatterene:-:cresselia:-:ursaluna:-:sinistcha:(-:stakataka:-:mawile-mega:)
this is what the original natdex-team looked like. obviously stakataka and mawile-mega aren't legal in sv, so they had to be replaced.
the idea is to set up tr with hatterene on turn one, bring in an offensive mon with healing wish, and start blowing things up. threat assessment is critical, as you need to determine which mon you need to use as a breaker, and which mon will clean up – most can do both jobs effectively.
i found that hatterene and cresselia work fantastically at getting up tr and still keeping momentum with healing wish / lunar dance. ursaluna was a beast in natdex, so i figured that it would hold its own in svou. i also appreciated sinistcha as a special set-up sweeper and tr-setter.

:hatterene:-:cresselia:-:ursaluna:-:sinistcha:-:kingambit:-:iron-hands:
kingambit seemed like an obvious addition, with two mons with healing wish, its low speed, breaking / sweeping potential and effective stab-combo. i decided on iron hands as the final mon because of its massive attack-stat and set-up potential, though i originally wanted one more tr-moveslot on the team.

:hatterene:-:cresselia:-:ursaluna:-:sinistcha:-:kingambit:-:hoopa-unbound:
i was massively struggling against zamazenta among other things and felt like my offensive coverage was lackluster. hoopa-unbound gave me another tr, a strong special slot with great coverage and drain punch to still hit everything iron hands needed to hit.

:hatterene:-:cresselia:-:ursaluna:-:diancie:-:kingambit:-:hoopa-unbound:
sinistcha was underperforming in a lot of the games, as it had lost its ghostium z from natdex. it couldn't bring enough momentum to generate progress, so i swapped it out with an idea i saw on another tr-team, power herb diancie. i really needed the fairy coverage, and its defenses often allows me to squeeze out one more tr.


sets

:Hatterene: Hatterene @ Focus Sash
Ability: Magic Bounce
Tera Type: Fire
EVs: 248 HP / 252 SpA / 8 SpD
Quiet Nature
IVs: 0 Atk / 0 Spe
- Psyshock
- Mystical Fire
- Healing Wish
- Trick Room


hatterene is the designated lead in 99% of games. it reliably gets up tr thanks to its sash and can then bring in a mon with healing wish, simultaneously banking a full heal. it's also effective at disrupting the opponent's hazard-lead, which will hopefully snowball into them not being able to get up hazards at all in front of my breakers. this also makes banking healing wishes a lot easier. hatterene doesn't really need any stat other than SpA, so the remaining EVs go into its general bulk. tera fire + mystical fire can catch a greedy rillaboom that is a massive threat otherwise, and allow tr to go up against iron-crown which can also be a big nuisance. psyshock hits more matchups for bigger damage than a fairy-stab.


:Cresselia: Cresselia @ Mental Herb
Ability: Levitate
Tera Type: Poison
EVs: 248 HP / 252 Def / 8 SpD
Relaxed Nature
IVs: 0 Atk / 0 Spe
- Ice Beam
- Lunar Dance
- Trick Room
- Moonlight


cresselia is the second tr-setter and usually comes out after the first has run out. its massive bulk plus the mental herb allow it to reliably get up tr in front of almost everything. i honestly don't know what tera poison does here, except for getting cresselia out of its dark-type weakness. however, i rarely find myself using my tera on cresselia anyway. ice beam allows you to (mildly) threaten ground-types such as gliscor, great tusk, garchomp, and landorus-therian which might try to get up rocks for free. lunar dance generates momentum just like hatterene's healing wish. moonlight is almost never clicked, but it can be helpful against pesky bulky teams to get up tr more often.


:Ursaluna: Ursaluna @ Flame Orb
Ability: Guts
Tera Type: Ghost
EVs: 248 HP / 252 Atk / 8 Def
Brave Nature
IVs: 0 Spe
- Facade
- Earthquake
- Swords Dance
- Fire Punch


ursaluna is one of the scariest offensive mons in the metagame if it can get going. there is a slight anti-synergy between guts and healing wish, but usually ursaluna only comes in later in the game to break through and does not need to switch out. tera ghost gets ursaluna out of its most crucial weaknesses, namely grass, water, and fighting, and also grants a handy immunity against dragonite espeed. the original team ran tera normal for stronger facades, which i sometimes miss but never find too crucial. i've chosen earthquake over headlong rush since ursaluna might be required to take a few hits, and i don't think i'm missing out on important KOs. fire punch allows ursaluna to mainly chunk corviknight.


:Diancie: Diancie @ Power Herb
Ability: Clear Body
Tera Type: Grass
EVs: 248 HP / 252 SpA / 8 SpD
Quiet Nature
IVs: 0 Atk / 0 Spe
- Trick Room
- Moonblast
- Meteor Beam
- Earth Power


i was skeptical of diancie at first, but it tears through offensive builds with just one boost. the fairy-coverage is crucial for this reason, and even meteor beam itself can hit many mons for massive damage. with its bulk, diancie can often come in after an ally has fainted, take the incoming attack, and set up tr. tera grass allows it to tank attacks from threats such as great tusk, rillaboom and others. earth power is crucial against steel- and poison-mons. surprisingly enough, diancie often ends up in a nice position to clean up the game.


:Kingambit: Kingambit @ Lum Berry
Ability: Supreme Overlord
Tera Type: Fairy
EVs: 248 HP / 252 Atk / 8 Def
Brave Nature
IVs: 0 Spe
- Swords Dance
- Kowtow Cleave
- Low Kick
- Iron Head


this kingambit has a lot of room for improvement, i think. i first tried out black glasses with sucker punch over low kick, but often found myself in a position where i wanted to hit opposing kingambit and other mons with a super effective move. lum berry is a very recent development, as i havent found black glasses to be crucial to my damage output, and often found myself scared of will-o-wisp by mons like dragapult which are trying to outplay sucker punch. it can also give me a shot at getting up a swords dance as a slower mon tries to status. tera fairy is a nice defensive option, getting kingambit out of several weaknesses.


:Hoopa-Unbound: Hoopa-Unbound @ Life Orb
Ability: Magician
Tera Type: Fairy
EVs: 248 HP / 8 Atk / 252 SpA
Quiet Nature
IVs: 0 Spe
- Psychic
- Thunderbolt
- Drain Punch
- Trick Room


hoopa-unbound is the star of the team in the sense that it gets off so many surprising KOs because my current ladder enemies don't really know about its damage potential, or can surprisingly set up tr thanks to its unexpected special bulk. psychic nukes almost everything that is neutral, thunderbolt threatens corviknight, toxapex and dondozo, and drain punch is very useful for catching incoming kingambit or blissey. tera fairy allows hoopa-unbound to gain a resistance against sucker punch, though i have considered grass to be able to defend against other priority moves.


conclusion
this team is very fun to pilot and if it gets a good matchup, it can easily suffocate the opponent under its momentum and heavy attacks. of course, it is extremely reliant on trick room being up, as there are no other forms of speed control on the team, but that is the reason why 4 out of 6 mons run it, and it clutches out a lot of games. some mons can be very threatening (:great-tusk::zamazenta::iron-crown::iron-valiant::corviknight::dondozo:), but i have found that careful threat assessment makes almost every matchup winnable.
i'm sure that there are very obvious things that i might have missed, as i haven't been keeping up with svou up until now, or because of general inexperience in teambuilding. i've found choosing tera types especially tricky, and i'm uncertain about some moveslot choices. the ev spreads could obviously also be improved, but i don't think that's what makes or breaks the team.
i'm open to all kinds of improvements, new sets, new mons, but i would like to keep the aggressive nature that revolves around double healing wish.

thank you for reading through all of this, and for your feedback!
 
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